Hello, all! Quinn here. I have some information here that I would like to share with the community. I have been working on my own rating system for Fighters & I would like to share it with you. It has taken me quite some time to get this completed & somewhat ready for publication. I would love to get your feedback on this! Please let me know what you think!

What I have done in this thread is analysed a certain series of Fighters, in this case, the Island Lords. I have analysed these Fighters under five different categories & have given them a score based on how well they complete the basis of the category. The individual scores are then totaled up & a grade is given for that Fighter's overall rating. Their rating represents how "good" that Fighter is - the better their score & grade, the "better" that Fighter is compared to other Fighters. The categories I have selected are: Quality, Utility, Ingenuity, Necessity, & Networking - or Q.U.I.N.N ( ) For an in-depth explanation of these categories, please see the end of this thread.

The purpose of this rating system is to analyse different Fighters & rate them based on their qualities. Each Fighter is examined under each category & their applications & use are explained & detailed. The hope to provide useful information on the use of each Fighter & to help players understand the function of each Fighter. Each Fighter has their own place, & this information is deigned to help players recognize that place.

If anyone disagrees with anything that is stated in this thread, please do not hesitate to voice your opinion! I will not be offended. I appreciate your time, advice, & feedback. Thank you for reading!

Quality:
Here we have what appears to be a male elf wizard dressed in ornately crafted robes holding a magical dragon staff summoning a Chinese-style dragon. The colour scheme is red, blue-black, & yellow; red being the primary colour, making it easily recognizable as a Fighter of the Elemental Kind. The dragon's massive red & golden head dominates the picture & draws attention to it, emphasizing the dragon aspect of the composition. The way in which the dragon coalesces from the mist of red Elemental energy is well executed & successfully communicates the summoning. The red mist also ties the piece together – summoner to staff to dragon. There are a few minor details that could be altered to help make the image clearer & tighter, but the piece as a whole does successfully communicate the concept behind the artwork. & it looks quite good!

Quality Score: 8

Utility:
On the whole, Erigs can be a very handy Fighter to have on the team, as both a Captain & a general team member.

Captain Skill:
Erigs has a very unique Captain Skill: lowering the cost of all Active Skills by 30%. This Skill allows the player to spend Energy more freely; it also allows players to activate more Active Skills per turn, opening a whole new avenue to additional moves & strategies that they player can employ. However, Erigs has no way to passively increase the team's attack, defence, or energy – key aspects of a team Captain. But one of the benefits of having Erigs as a Captain is that, his Captain Skill affects all members of the team, so he can work effectively on a mono-colour team or multi-colour team. Erigs' Captain Skill offers a different strategy that most other Captains cannot provide, but as a Captain he has less utility than other Captains, as Erigs has a limited use as a Captain.

Utility I (Captain Skill) Score: 6

Active Skill:
Unlike Erigs' Captain Skill, his Active Skill (2.5x Attack for all Red Fighters) has a much broader use & can be very beneficial to the team. This particular Skill is geared more towards a mono-colour team, but can also benefit a Red-focused multi-colour team. This skill is aimed at one thing: attack power - & this it does very well.

Utility II (Active Skill) Score: 8

Random Skill:
Erigs' Random Skill converts a random Gem to Red & upgrades it to a Disintegrator. This ability can be very helpful. Disintegrators allow the player to clear the board of all Gems of that particular colour – in Erigs' case: Red. This mean a higher damage output for Fighters of the colour as well as the ability to replenish the board with fresh Gems.

Utility III (Random Skill) Score: 9

Ingenuity:
Erigs' Captain Skill is quite innovative & allows for some interesting team combinations. His Captain Skill allows players to be creative when experimenting with team combinations, since he allows for more Active Skills to be used in one turn. Though there are some limitations in his usefulness. His Active Skill, while incredibly useful, is nothing groundbreaking – however, simplicity often tops complexity. His Active Skill is “simply” beautiful & very beneficial. Is his Active Skill creative? Not really. Is it designed well? Absolutely!

Ingenuity Score: 8

Necessity:
Erigs is very unique – the only other Fighter that shares his Captain Skill is the rare Elemental Djinn. As a Captain, Erigs is not the best option out there for general play, be that in Island play or PvP, though he does offer some versatility with Active Skill use & team combinations. His Active Skill, on the other hand, is a welcome addition to the team. On a mono Red team, Erigs is a must have for maximum attack power. There are a few other Fighters that can take his place, but none of them will offer the same power as Erigs brings to Red team.

Necessity Score: 7

Networking:
Erigs, as a Captain, works very well on a mono-colour team as well as a multi-colour team, as it affects all members of the team, giving him excellent team-synergy. Favoured Co-captains are Fighters that boost attack, defence, & especially Energy. Energy boosting Co-captains will allow a team with an Erigs to really let loose on Active Skills. It will allow Energy to build up quickly, & allow the player to spend it quickly & spend more Energy more often. His Active Skill is best used on a mono-colour Red team, but on a Red-focused multi-colour team, it works wonders as well.

Networking Score: 9

Total QUINN Score: 55/70 (79%) Grade: B

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Freezing Warlord, Yeti Ian:

Quality:
A left-handed yeti with a green head holding a bone shield & some sort of mammoth tusk club with a skull on top. This Yeti's face is strangely dog-like, resembling a snarling pug or bulldog – not the typical image of a yeti, but it is just a style choice. & his head is green. Green? This makes no sense, & quite frankly, it looks ridiculous. He is a War Fighters, yes, & their colour is green, but why the green head!? There is enough green in the image to suggest that he is a War Fighter without oddly colouring his head. What is visible of the shield is not bad, & the tusk club is fitting to his barbaric look. The body is actually pretty good, though the hair is a little short for a Freezing Yeti (perhaps he is freezing because he has short hair!). Does the image accurately portray a yeti? Yes – one can tell from looking at it that it is some form of tundra beast. Is it aesthetically pleasing? Not really. The green head & dog-like face are very distracting & take away from the quality of the image. The artistic potential for yeti characters is pretty high & there are many different ways to successfully create a yet; however, Yeti Ian does not live up to yeti standards. Though the little snowmen at his feet are cute!

Quality Score: 5

Utility:
Yeti can be a welcome addition to any team, as Captain or as a team member, though he favours mono-colour Green teams.

Captain Skill:
Yeti's Captain Skill reduces all incoming damage by 30%. This can be a nice little buffer when facing a powerful enemy or multiple enemies. Though his damage reduction (DR) is small at only 30%, it has no colour restriction, meaning that it acts as a pure shield – 30% reduction in damage no matter who or what is attacking you. There are a few other Fighters that have similar Skills, such as the Greek Gods (Hades, Demeter, Poseidon, etc.) & Loki. The Greek Gods have 50% DR, however, only from enemies of specific colours, not all enemies. Loki offers 60% DR from all enemies without restrictions, but he also has the Captain Skill malady of stunted Energy Generation, which is a huge drawback. Yeti’s Captain Skill is balanced in comparison to similar Captain Skills. Yeti's Captain Skill has no impact on the colour of the team, so he works on either multi-colour teams or mono-colour teams. When used in conjunction with defence boosting Fighters, Yeti can be used to play a heavy defence strategy, though he himself offers no direct attack, defence, or energy boosts as a Captain.

Utility I (Captain Skill) Score: 7

Active Skill:
Yeti shares the same Active Skill as Erigs, save only Yeti's Active boosts Green attacks. This Skill is best used on a mono-colour team.

Utility II (Active Skill) Score: 8

Random Skill:
Yeti's Random Skill is called Reaction – when triggered, the Fighter attacks twice. This is one of the best Random Skills available, as it grants the Fighter an additional attack, & depending on how high the attack power reaches in combos along with other boosts, that extra attack can be devastating.

Utility III (Random Skill) Score: 10

Ingenuity:
Though Yeti can be a very important member of the team, as either a Captain or general team member, his design is not all that exciting. It is simple, but effective. His Captain Skill is a simple DR & his Active Skill is a simple attack booster. Nothing overly creative or innovative, but both are still very helpful Skills. His Skills do, however, fit the tundra warrior theme very well.

Ingenuity Score: 6

Necessity:
Yeti can work very well as a Captain on both multi-colour teams & mono-colour team, since his Captain Skill does not rely on colour in any way. His Active Skill is very handy & essential to any mono-colour Green team, though it can work on a War-focused multi-colour team. As a Captain, there are other more useful Fighters than Yeti, but, Yeti has his own place as a high defence/shielding Captain.

Necessity Score: 8

Networking:
Yeti, like Erigs, works on both multi-colour teams & mono-colour teams as a Captain, & his Active Skill is very good – especially on a mono-coloured team. Since his Captain Skill is non-colour based, he works very well with any Co-captain. Yeti can be used in conjunction with an attack boosting Captain for a team combination of high attack & shielding, or with defence boosting Captains for a heavy armour oriented team – making him a flexible Captain when experimenting with team combinations.

Networking Score: 9

Total QUINN Score: 53/70 (76%) Grade: B

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High King, Skeleton Agripa:

Quality:
This Fighter is clearly an ancient king risen from the dead ready for combat, perhaps seeking revenge. His armour is aged & worn with the patina of time, & his clothes hang in tatters. The contrast of the heavy purples & shining gold-yellow is a very wise colour choice. Agrips’s faithful zombie hound stands at his side ready to follow his master’s command. Both hound & master are well done & clearly portray the concept behind the name. The only complaint on this one would be on Agripa’s teeth – the missing teeth & the way the jaw sits gives his face a strange & goofy-looking expression. But other than that, this is a solid representation of the concept.

Quality Score: 10

Utility:
Agripa can be a very effective Captain on both multi-colour teams as well as mono-colour teams. He offers some very interesting team & Co-captain combinations.

Captain Skill:
Agripa has a unique Captain Skill: Energy Gems also generate attack power for all Fighters at 0.5 value. The Elementals (Sylph, Mighty Dwarf, Undine, etc.) have a similar Skill, as they also use Energy Gems for attack, however, they only affect one colour, while Agripa is not colour dependent. Since his Captain Skill does not rely on colour, he works very well as a Captain on a multi-colour team as well as a mono-colour team. Whenever Energy Gems are matched, it boosts the attack of all team members. Though this boost is small at only 0.5 value, it does affect all team members, allowing for many attacks at once. This Captain Skill can be useful for taking out enemies with low defence, but is not particularly good against foes with high shield, as the attack power generated is weak. However, when used on a mono-colour team, this Captain Skill essentially gives the team two attacking colours rather than just one, which can be very helpful to a mono-colour team.

Utility I (Captain Skill) Score: 8

Active Skill:
Agripa, like all of the other Island Lords, has the Active Skill of 2.5x attack for all Fighters of its colour. This is an essential Skill for mono-colour teams, but can also work on purple-focused multi-colour teams.

Utility II (Active Skill) Score: 8

Random Skill:
Steal Soul Random Skill: heals the player half of the inflict damage. Like the Skill “Reaction,” Steal Soul is one the best Random Skills in the game. This random healing can often be a life-saver when times are tough & healing is sparse. When attacks are high enough, this Skill will completely heal the player. The only drawback is that when a player’s life is already full, this Random Skill does nothing if it activates.

Utility III (Random Skill) Score: 10

Ingenuity:
Of the Island Lords, Agripa is at the top of the list of most well rounded & best designed. The combination of his Captain, Active, & Random Skills is very well designed. He is a versatile Fighter & works as a Captain on many different teams. His Captain Skill is quite unique & can combo well with other Fighters as Co-captains. As a Captain or a general team member he acts as an attack increaser, & his Random Skill also makes him somewhat of a healer as well. Agripa’s design is interesting & unique, & allows players to experiment with several different team options.

Ingenuity Score: 10

Necessity:
As a Captain, Agripa allows the player to experiment with different team combinations, both mono-colour & multi-colour. He boosts attack, but that boost is very small – though it does boost all Fighters on the team. It opens up many Co-captain options for a multi-colour team, & offers a secondary attack-generating school for mono-colour teams. This being said, there are other raw attack booting Fighters out there than can out-boost Agripa. As a general team member, Agripa will fit in perfectly with his attack boosting Active Skill & healing Random Skill. As a general team member he works best on mono-colour Purple teams, but can also work on Purple-focused multi-colour teams as well.

Necessity Score: 7

Networking:
Agripa’s Captain Skill allows him to be an effective mono-colour team Captain as well as a multi-colour team Captain. His particular Captain Skill allows for many different effective Co-captain combinations that work very well. His Active Skill is geared more towards mono-colour teams, but can work on other teams as well. Agripa possess excellent synergy with many different Fighters.

Networking Score: 10

Total QUINN Score: 63/70 (90%) Grade: A-

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Deep Ocean Master Kraken:

Quality:
The Kraken. There are several different variations on the kraken make-up & general physical appearance, the Deep Ocean Master takes on the giant octopus/squid form – a popular take on the sea kraken. Deep Ocean Master is very well portrayed & the artwork hits the target square. Kraken looks like a deep-sea monster from a sailor’s nightmare. All of the teeth, bulbous eyes, & curling tentacles are reminiscent of Lovecraft & Cthulhu. The colour scheme works very well to communicate deep ocean. Kraken is very well done.

Quality Score: 10

Utility:
Kraken is at home as a Captain of both mono-colour teams & multi-color teams, though his Captain Skill is less useful than many other Fighters. His Active Skill, however, is quite useful, especially to mono-colour Blue teams.

Captain Skill
Like the other Island Lords, Kraken’s Captain Skill is not dependent on team colour, meaning that it can work as the Captain of a mono-colour team just as well as a multi-colour team. However, Kraken’s Captain Skill is less useful than the other Island Lords’. Kraken’s Active Skill increases the chance of activating a Random Skill by 2x. While this can be helpful at times, it is unreliable. & in general, Random Skills are not incredibly useful compared to Captain or Active Skills – they are nice little boosts when they activate, but are often times not game-making. There are a few Random Skills like Steal Soul, Reaction, Snipe, & Daze that can be very useful, but it is difficult to build an effective team around them, as many of them do not directly allow for a winning strategy (killing the enemy). While it is a very creative & unique Captain Skill, it falls short on the list of top Captain Skills.

Utility I (Captain Skill) Score: 3

Active Skill:
Kraken sports the same Active Skill as all of the other Island Lords: 2.5x attack boost for the colour. This Skill is extremely useful to a mono-colour Blue team, but can also benefit Blue-focused multi-colour teams.

Utility II (Active Skill) Score: 8

Random Skill:
Kraken’s Random Skill is Wide Hit, which makes its attack an area attack damaging all enemies in the stage. As far as Random Skills go, this one is not the best but it is also no the worst. More times than not, players will match enough Gems to make the attack an area attack anyway (especially with a mono-colour team) – so if this Random Skill is activated on an area attack it will have no effect. If only a few Gems are matched no area attack is achieved, Wide Hit may trigger & damage all enemies, but it will likely be a weak attack. However, there are times when Wide Hit comes in handy, though those times are few & far between.

Utility III (Random Skill) Score: 5

Ingenuity:
Kraken’s Captain Skill, while not very useful, is unique & is shared only by the rare Transmute Djinn Nomad. The creativity behind it was well placed, though in practical function is falls short. Kraken’s Active Skill is nothing flashy but it gets the job done. Kraken gets points for being creative.

Ingenuity Score: 5

Necessity:
As a Captain, there are better options available to players to use. While Kraken is unique, it is not overly useful. His Active Skill on the other hand is very useful. His ability to boost Blue attacks by 2.5x is extremely helpful to any mono-colour Blue team but also beneficial to Blue-focused multi-colour teams as well. Kraken is a good general team member for his Active Skill, but his Captain Skill is not the best.

Necessity Score: 6

Networking:
Kraken can work on both multi-colour teams & mono-colour teams as a Captain, since his Captain Skill is not dependent on team colour. Kraken is a usable Captain with any Co-captain, though there is no other Co-captain with which he is extremely useful or combos with particularly well. His Active Skill is very helpful to the team, though it is at its full potential when used on mono-colour Blue teams.

Networking Score: 7

Total QUINN Score: 44/70 (63%) Grade: C

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Golden Light, Steam Buster:

Quality:
Steam Buster is a very well put together robotic fighter. He displays the qualities of a hulking robo-warrior ready to smash some skulls or level a skyscraper. His physical make-up is very well done, from his outstretched hand with the blaster in the palm, to his huge pauldrons, to his wires & tubes, he is all kickass robot! His main weapon, the goliath wrecking ball on his left arm is charged & ready for battle. The colour scheme of golden-yellow & white is a little odd, but it works. His signature wrecking ball hand is cool, but it seems a little too big, almost awkwardly large for his size. While this Fighter does not really communicate “steam,” he is still clearly a buster & the concept comes across successfully. I just wish the “steam” aspect were more prominent, as in some form of steampunk clockwork robot.

Quality Score: 8

Utility:
Steam Buster, like all of the other Island Lords, has a Captain Skill that does not depend on team colour, making him a useable Captain on either mono-colour team or multi-colour teams. His Active Skill is best used on a mono-colour Yellow team, but can be used in some multi-colour teams as well. He also sports a very nice Random Skill.

Captain Skill:
Steam Buster’s Captain Skill is not colour dependent, making it useable as a Captain on either mono-colour teams or multi-colour teams. His Captain Skill acts as a damage buffer: 70% of drained Life is taken from the Energy pool when it is available. When the Energy bar is full this Skill can drastically reduce the damage the player receives. However, unlike Yeti’s DR, Steam Buster’s Skill comes at the price of Energy. If the player has a team with high-energy & an effective way to recharge Energy, Steam Buster can work. He can be an effective buffer against heavy hitting enemies that attack every few turns, allowing the player to build up more Energy over a few turns without constant attack. Though Steam Buster can protect the player from one big hit, the depleted Energy can leave the player crippled on the next turn without Energy to spend on healing, stunning, or other Active Skills. Energy is very important, so players must practice caution when using Steam Buster as a Captain & use their Energy wisely. When used improperly, Steam Buster’s Captain Skill can spell defeat for the player rather than victory.

Utility I (Captain Skill) Score: 7

Active Skill:
Steam Buster has the attack boosting Active Skill of 2.5x attack for all Yellow Fighters. This Skill is best used on a mono-colour Yellow team, but can be effective on a Yellow-focused multi-colour team.

Utility II (Active Skill) Score: 8

Random Skill:
Like Yeti, Steam Buster has the Reaction Random Skill, allowing it to attack twice when triggered.

Utility III (Random Skill) Score: 10

Ingenuity:
Steam Buster has a unique design. The only other Fighter that shares a similar Captain Skill is the Elf Annlis – though Annlis’ Skill is much lower, maxing out at 40% rather than 70% like Steam Buster, but Steam Busters is a Legendary Fighter, while Annlis is not. The Captain Skill is interesting & creative, though perhaps not the best Captain Skill available. The combination of his Active Skill & Random Skill are very well thought out.

Ingenuity Score: 8

Necessity:
Steam Buster is a pretty unique Fighter as a Captain, & there are few replacements that take his place as Captain, that is if the players is skilled in the use of the Steam Buster strategy. When used to his fullest potential, Steam Buster can be a decent Captain, but when used improperly, it can spell disaster. For a safer strategy that is similar to Steam Buster, there are some other options. As a general team member, Steam Buster is a very valuable Fighter. His attack boosting Active Skill is wonderful on mono-colour teams, & his Reaction Random Skill is great.

Necessity Score: 8

Networking:
With a Captain Skill that is non-colour dependent, Steam Buster works as the Captain of both mono-colour team & multi-colour teams. His Active Skill works best on a mono-colour team, but can be used on a Yellow-focused multi-colour team as well. As a Captain, Steam Buster works very well with defence boosting or shield boosting Co-captains. When used with these Fighters it will allow the player to minimize the Energy drain that incoming attacks can cause with Steam Buster. Energy boosting Co-captains can also work very well with Steam Buster, helping the player to recover lost Energy quicker. Life boosting Co-captains are another option available to Steam Buster users, to help the player stay alive longer. There are many options available to Steam Buster Captain users.

Networking Score: 9

Total QUINN Score: 58/70 (83%) Grade: B+

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Island Lord QUINN Score Totals & Ranking:

1. High King, Skeleton Agripa: 63; A-

2. Golden Light, Steam Buster: 58; B+

3. High Dragon Summoner Erigs: 55; B

4. Freezing Warlord, Yeti Ian: 53; B

5. Deep Ocean Master Kraken: 44; C

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QUINN Ranking System

Q: Quality
What is the aesthetic quality of the Fighter and is it an accurate representation of the Fighter concept?

U: Utility
How useful is a Fighter in whole and in its parts (Captain, Active, and Random Skills)?

I: Ingenuity
Is the Fighter designed well & is the design interesting and innovative?

N: Necessity
Is the Fighter unique & how important is the Fighter to the team?

N: Networking
Does the Fighter possess synergy with other Fighters; how well does the Fighter interact with other Fighters?

Each category is scored on a 1-10 scale, 1 being very poor and 10 being perfect. The individual scores are then totaled up. The Fighters are then given a grade based on their total score. The values scores are: Quality: 10; Utility: 30 (10 for Captain Skill, 10 for Active Skill, & 10 for Random Skill); Ingenuity: 10; Necessity: 10; Networking: 10 – Total: 10 + 30 + 10 + 10 + 10 = 70.

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If you find this information useful or helpful, please let me know! & if you do not find this information useful or help, still let me know. If you disagree with any information or believe that some information is not accurate, please post your opinions below.

(07-14-2016, 02:56 PM)ISeeMyself Wrote: IMO, the overall score (from D to S+) is B, they make great monocolor boosters, but in a cinch, their Captain skills can prove useful.

I would agree - I would give these Fighters an overall rating of B. Their Active Skills are great, & some o f them have nice Random Skills, but where I find them lacking is their Captain Skills. Some are not bad, but there are other options that feel are more effective. But it depends on the style of the player as well.

(07-15-2016, 07:31 AM)Joy Wrote: It made for an interesting read Quinn. Your writing and insights are always worthwhile. I'm not sure how useful this particular piece is as it's sort of a subjective topic.

All of the fighters hold equal value as excellent mono color attack boosting actives. They are the trusty sharpening stones that ensure your attacks achieving their best effect.

But their value to the individual player will depend entirely on how that person fights.

I just collected my second steam buster and truthfully I find Leonidas more energy efficient and Xi Wangmu more effective so both steam busters are headed for pvp.

Kraken hangs out in pvp with me but rarely gets activated so I'm considering giving his spot to Challenger Rocky.

So in my situation their utility is low, but another player might boost with them nearly every attack.

Thanks, Joy! I really appreciate you reading.

You are right, it is a little subjective - & any Fighter's usefulness will depend on that player's style & strategy of choice, as well as their other team members. But this is just my own reflection & opinions on the Fighters.

Early on I rolled a Steam Buster & I put it PvP - this was before I was using a Yellow team. Now I wish I had him back! Though he does make a very good Defender. The attack power that the Lords provide to a mono-colour team is wonderful!
You make a good argument for Leonidas or Xi Wangmu over Steam Buster. There are advantages & disadvantages to using either option. The good thing about Steam Buster is, he boosts all Yellow attacks, while Leonidas boosts all Legendary attacks. If you have a team that uses all Legendary Fighters, Leonidas will work beautifully, but if you have a few non-Legendary Fighters on the team, Leonidas will be less useful. However, Leonidas also works well on multi-colour teams, while Steam Buster's Active Skill only boosts Yellow Fighters. Xi Wangmu is an interesting one - she gives the best attack booting Active Skill, but she requires a combo to activate it. Her Skill is not colour-dependent, so she works on any team, but you had better make sure you can match the combo requirement, or she is wasted Energy.

I tend to play a high-Energy strategy, so I am usually able to use a Lord's boost every turn - though on my Yellow team I use Leonidas, because I no longer have Steam Buster. My combo rate is a little iffy sometimes, so I rarely use Xi Wangmu's Active Skill myself. But that all comes down to the whole team build, really.

A lot of what makes a Fighter useful is the team on which that Fighter is used, along with the player's style & strategy choice. Not to mention the end goal, as well. For some players, the Lords (as with any Fighter) will be greatly useful, while with others it may not be so.

Great job overall, I'd like to see one more thing in graphic/design discussion, which is comparison to the earlier form(s). Other than that mostly on point, even though I don't agree with you saying Yeti looks like a dog, he's pretty clearly inspired by a gorilla. And in late game Agrippa's cap skill is basically useless - he needs a big multiplier for this to be viable, while it can be done rather easily on mono purple team, it's much harder to perform in many other cases. And Kraken really did get a short stick when it comes to random skills, reaction on him as well would change a lot.

(07-15-2016, 01:50 PM)IRQ Wrote: Great job overall, I'd like to see one more thing in graphic/design discussion, which is comparison to the earlier form(s). Other than that mostly on point, even though I don't agree with you saying Yeti looks like a dog, he's pretty clearly inspired by a gorilla. And in late game Agrippa's cap skill is basically useless - he needs a big multiplier for this to be viable, while it can be done rather easily on mono purple team, it's much harder to perform in many other cases. And Kraken really did get a short stick when it comes to random skills, reaction on him as well would change a lot.

Thanks! That's a pretty good idea - visually comparing their Evolved forms to their previous forms. When it comes to critiquing Fighter artwork, it can be tricky, because it is quite opinion based - I might like a Fighter's artwork better than you, so I will rate it higher than you would, or vice versa. I tried to be objective when critiquing the art, but even so, it is still highly opinion based. For this reason I tried not to focus too much on Quality, & I tired to put more into the other aspects of each Fighter.

I've been thinking about creating another QUINN analysis like this one. Does anyone have any suggestions or requests for which Fighter Series they would like to see analysed next? I am open to recommendations! Please leave your requests below. Thanks!